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Welcome to G.E.A.R.S.

13:25, 25th April 2024 (GMT+0)

G.E.A.R.S.

For centuries, humans have looked up at night to the stars and wondered. Are we alone? Can we truly be the only sentient beings in the entire universe? Humanity has been to the moon. Humans have been living in space for decades now –albeit only for short periods of time. Our man made machines and spacecraft have been to Mars and a few of the other planets in our solar system and we have been able to use technology to see across billions of light years into other galaxies. And yet the answer to that centuries old question, are we alone in the universe, has always been a resounding no.

Or has it?

Ask any conspiracy theorist and they will regal you with tales of government cover ups and covert obstructions of the truth. Aliens are real they will say usually offering the famous Area 51 or Roswell, New Mexico as their proof. The government will tell you that the people claiming to have been abducted by little green men or gray skinned aliens with enlongated tear drop shaped heads are nut jobs who are three beers short of a six pack and that the UFO that millions of people saw was actually just some sort of experimental military aircraft. Nothing to see here folks. Move along. While most of these stories are indeed flights of fancy or just not true, some of them just might be real.

In December of 2012 the world was supposed to end. At least according to the nut jobs and doomsday prophesizes who pointed to the Mayan Calendar as proof. December came and went and yet the world still remained. And yet all was not normal. On Christmas Eve 2012 strange green auroras similar to the Borealis Lights were reports from Mexico, the Southwestern U.S., Peru and Egypt. No one knew what was causing these strange auroras and world governments moved quickly to cover up the sightings or discredit them.

In the eight years since there have been strange if not terrifying stories coming out of the secluded areas where these bizarre lights were seen. Stories of horrifying Skeletal beings garbed in ancient Egyptian, Aztec and Mayan fashion appearing out of the dark night and slaughtering whole villages. These absurd stories are of course flat out denied or dismissed as silly camp fire tales.

Overtly the world governments continue to dismiss these claims or cite highly suspect answers as to the truth of these sightings. Covertly however, they have been working is secret to discover the truth behind them and come up with a way to defend themselves against the as yet unknown threat behind the lights and sightings. Under the guidance of top NATO scientists and Military Strategists a new program was formed. The prgram was dubbed Project G.E.A.R.S. (Global Extraterrestrial Armed Response Squad)





Welcome to G.E.A.R.S.

Player characters will new recruits forming a new squad of G.E.A.R.S. agents.

CHARACTERS
Player Characters will be created via SWADE rules with the exception of funds and gear purchases.

Background: The player should come up with a brief background explaining what lead to them being recruited by (G.E.A.R.S.). If they were a first hand witness to a sighting they should talk with the GM regarding the sighting for more details.

All Player Characters will get the Super soldier Serum added to their character.(SEE BELOW)

Super Soldier Serum V1.0 (Modified Juicer Iconic Framework from Savage rifts)
Internal Repair System: The biocomp system managing the drugs and chemical processes of the soldier’s body also works overtime to ensure his continued health and good repair. The soldier gains Slow Regeneration (a natural healing
roll once per day). As well, there’s a continuously replenishing supply
of nanites and chemical concoctions available for “emergency repairs.”
As an action, the Soldier can make natural healing roll at +2 to heal
wounds; this costs one charge. The system holds a maximum of three
charges and requires eight hours to recover one charge

Super Endurance: Soldiers begin with +2 Vigor die types, with no Trait maximum. They require only half the normal amount of sleep, and gain +2 on
all Fatigue checks.

Super Reflexes: Soldiers begin with +2 Agility die types, with no Trait maximum. They have Uncanny Reflexes, granting them −2 to be hit by all attacks. Finally, they begin with the Quick Edge.

Super Speed: Soldiers cover enormous ground quickly, doubling their base Pace. They also have the Fleet-Footed Edge (meaning they have Pace of 16 with a d10 running die).

Super Strength: Soldiers begin with +2 Strength die types, with no Trait maximum. They also begin with the Brawny Edge.

THE BURN: Soldiers have a special statistic called Burn. Burn measures his capacity for superhuman feats. Burn decreases over time (there is no method known to replenish it). He can call upon this quality in order to perform astounding, nigh-impossible exploits.

A Soldier's Burn begins at 8. At the start of each session,
the player rolls his Burn Die (a d10), and if the roll is equal to or greater than the Soldier’s current Burn (Bennies may not be spent on this), he must reduce his Burn by one point or he dies, irrevocably, by the end of the session. If he chooses to spend the Burn, he goes on normally until the next session, repeating the process each time.

 If he chooses not to spend the Burn to keep on living, he’ll probably want to go out in a Blaze of Glory (SEE BELOW).

Spending Burn gives the Soldier a d10 Burn Die to add to any Trait or damage roll. This die can Ace like any other, and if a Benny is spent to re-roll anything a Burn Die was spent on, the Burn Die is re-rolled too. Obviously, spending Burn means being able to make a huge impact in combat, but it also means hastening the process of completely burning out. The lower a Soldier’s Burn rating, the more likely the player is forced to spend Burn to avoid dying. Between the inevitable rolls over the rating and the temptation to spend Burn for moments of greatness, a day comes when the player faces a fateful decision for his Soldier character.

Blaze of Glory At any time a character is Incapacitated by an attack, instead of he may declare he’s going out in a Blaze of Glory. The player immediately gains the Burn effect to all of his rolls for the rest of the session. The player should do his best to die in a heroic or memorable fashion. should the character survive they automatically succumb to any wounds or simply die of a heart attack at the end of the session.
This must
happen before the end of the current session.



In addition the PC will gain the following Hindrance:

 Loyalty – G.E.A.R.S: The character is expected to remain loyal to their employer. Should they go rogue, try to leave the agency, etc, they will gain the Hunted and Enemy Hindrances. Depending on their digressions they will either be hunted down and killed with extreme prejudice or brought in to have their abilities removed and their memories wiped.



Edges
The following edges are banned:
- All Arcane Backgrounds
- Arcane Resistance
- All power Edges

Hindrances
The following Hindrances are not available:

- Outsider – unless you have a convincing reason to have it.

- Pacifist – As a part of G.E.A.R.S. killing is expected of you. As with Outsider if you can sell me on allowing it I will consider it, but expect a hard sell.

Skills
Characters have 15 skill points instead of 12 at character creation. All of the skills listed in SWADE are available. There are no special/new skills for this campaign.

MISC.

Please see the game threads for other information.



GAME INFO:
 This game is a custom savage worlds campaign set in modern days. The game will make use of the new Savage Worlds Adventure Edition (SWADE).  The game is open to players new to Savage Worlds and veterans alike.

 Please note that the rules (mainly stats for the enemies) for this campaign are still very much untested. As such this will be a play test of the setting specific rules. Things can and most likely will change based on player feedback and GM observations. Players are highly encouraged to provide their thoughts and feedback in the appropriate thread.

POSTING GUIDELINES/EXPECTATIONS:
 I would like to keep a post rate of two-three Storyteller posts per week. At a minimum there will be a post at least once per week.

INITIATIVE:
- GM Deals cards for everyone involved.

- Players post in order of initiative. A player will have three days to post. After three days the next player in the initiative order may post and the previous player will be assumed to have held their action until the end of the combat round. If the player has contacted the GM, that player may post their action at the end of the round. If they have not they will be controlled by the GM for the round.

- If a player is absent for three consecutive rounds, the character will be played as an NPC and slowly phased out of the game. Should the player return and after discussing it with the GM the character may be allowed back into the game. Otherwise they will be either phased out or become a permanent NPC.

DICE ROLLS & BENNIES:
- Any dice rolls should be done via the site dice roller and added in a secret tab to the GM.

- This secret tab should also include any other pertinent information such as Edge or ability use or the use of a Bennie.

- If a player would like to use a Bennie to affect the story, make an item suddenly appear right where it is needed etc, they should PM the GM before posting with their idea. Once the GM okays the idea they may spend the Bennie and make their post.

RTJ

If you would like to join, please send me a character write up via PM in whatever formatting works best for you. You do not need an elaborate bio/background, but I do need to know what led to you being recruited by G.E.A.R.S. (See Player Character section above).